Designing GPUs for Developers: A Conversation with Godot
SMRTR summary
Godot's rendering lead Clay John shares how the open-source engine is maturing past its Godot 4 overhaul, with 4.5 bringing real stability, dramatic shader load-time cuts, and improved screen-space reflections. Clay explains why Godot intentionally stays behind the cutting edge, prioritizes iteration speed over flashy features, and what GPU vendors could do better — especially around driver stability and mobile-focused documentation.
SMRTR provides this summary for quick context. The original article belongs to Hacker News.
Read the original article